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114
engines/titanic/sound/auto_music_player_base.cpp
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114
engines/titanic/sound/auto_music_player_base.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "titanic/sound/auto_music_player_base.h"
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#include "titanic/game_manager.h"
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namespace Titanic {
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BEGIN_MESSAGE_MAP(CAutoMusicPlayerBase, CGameObject)
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ON_MESSAGE(StatusChangeMsg)
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ON_MESSAGE(TimerMsg)
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ON_MESSAGE(LoadSuccessMsg)
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ON_MESSAGE(ChangeMusicMsg)
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END_MESSAGE_MAP()
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CAutoMusicPlayerBase::CAutoMusicPlayerBase() : CGameObject(),
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_initialMute(true), _isEnabled(false), _volumeMode(VOL_NORMAL), _transition(1) {
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}
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void CAutoMusicPlayerBase::save(SimpleFile *file, int indent) {
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file->writeNumberLine(1, indent);
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file->writeQuotedLine(_filename, indent);
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file->writeNumberLine(_initialMute, indent);
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file->writeNumberLine(_isEnabled, indent);
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file->writeNumberLine(_volumeMode, indent);
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file->writeNumberLine(_transition, indent);
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CGameObject::save(file, indent);
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}
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void CAutoMusicPlayerBase::load(SimpleFile *file) {
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file->readNumber();
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_filename = file->readString();
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_initialMute = file->readNumber();
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_isEnabled = file->readNumber();
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_volumeMode = (VolumeMode)file->readNumber();
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_transition = file->readNumber();
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CGameObject::load(file);
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}
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bool CAutoMusicPlayerBase::StatusChangeMsg(CStatusChangeMsg *msg) {
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return true;
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}
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bool CAutoMusicPlayerBase::TimerMsg(CTimerMsg *msg) {
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CChangeMusicMsg musicMsg;
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musicMsg._action = MUSIC_START;
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musicMsg.execute(this);
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return true;
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}
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bool CAutoMusicPlayerBase::LoadSuccessMsg(CLoadSuccessMsg *msg) {
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if (_isEnabled) {
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// WORKAROUND: A problem was encountered with the EmbLobby music player
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// not getting turned off when room was left, so was turned on again
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// when loading a savegame elsewhere. This guards against it
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CRoomItem *newRoom = getGameManager()->getRoom();
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if (findRoom() != newRoom) {
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_isEnabled = false;
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return true;
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}
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playAmbientSound(_filename, _volumeMode, _initialMute, true, 0,
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Audio::Mixer::kMusicSoundType);
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}
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return true;
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}
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bool CAutoMusicPlayerBase::ChangeMusicMsg(CChangeMusicMsg *msg) {
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if (_isEnabled && msg->_action == MUSIC_STOP) {
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_isEnabled = false;
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stopAmbientSound(_transition, -1);
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}
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if (!msg->_filename.empty()) {
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_filename = msg->_filename;
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if (_isEnabled) {
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stopAmbientSound(_transition, -1);
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playAmbientSound(_filename, _volumeMode, _initialMute, true, 0,
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Audio::Mixer::kMusicSoundType);
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}
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}
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if (!_isEnabled && msg->_action == MUSIC_START) {
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_isEnabled = true;
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playAmbientSound(_filename, _volumeMode, _initialMute, true, 0,
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Audio::Mixer::kMusicSoundType);
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}
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return true;
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}
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} // End of namespace Titanic
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